for values small hp<x<big hp the ability is resisted proportionally to the value (the higher is more likely to resist)

For abilities is needed the chance to use attackRange instead of normal casting range. Maybe a "USE_ATTACK_RANGE" property for abilities json

Make a bonus for abilities success rate against specific units or categories: If I have 100% bonus against a unit (in effect) and the normal success rate is 30% it becomes 60%. If an effect has 50% bonus success rate becomes 45%, if a unit has 150% bonus the success rate becomes 65%, and so on

So if I make an effect with 20% rate and I want 100% chance of success against infantry melle I simply give it 400% bonus so success becomes 100%

that should work with all types of resistance (so, for example, if hp resistance is set between 10 and 50 hp, for a unit that we have 100% bous against it becomes between 20 and 100)

Effects (spells or active abilities) changeable with techs (e.g. a tech that increases thunderstorm powerrange): possibly a few days

Effect that alter units’ cooldown (e.g. an haste effect that reduce a cooldown of all spells of a unit or a silence spell that increase cooldown on spells of an enemy unit, even spell that have no cooldown): about aday

Adding bonus against a certain category via techs or spells. Also adding unit type with spells or techs will be required: few hours

A option to make attack that miss with normal missing chance (like siege units) not move to another target but simply hit nothing at all from 10 minutes to a few hours

Effects that use a unit stat to quantify its effect like heal rate does with healing spell (e.g. a tech to throw you melee weapon that inflict damage based on unit power stat), this way you can make a single effect for more unit and the result will be different and moreover the same unit will deal increasing effect in late gme after upgrades. If possible it would be great if we could use some fixed modifiers (e.g. half, double, triple) and settings (the damage is reduced by armor or maybe p.armor): possibly a few days

Force transformation on enemy units (e.g. transform to sheep for a few rounds): about aday

new building counter for mini-mega buildings (2x2 buildings, 1 for every tc)

new game mode to add extra production. Current is tcx1 (one factory for every tc) add options like tcx2, tcx3 and so on

new dodge logic against bonused units: At the moment when a unit has bonus against a unit with dodge, it completely ignore dodge. We need bonuses to reduce dodge by bonus/5 so a 50% bonus to a unit make you ignore 10% dodge. all 3 dodge should work this way.

New trnSpecAction "CAN_BE_HIT_BY_GROUND_MELEE" for effect that allows flying units to be hit in melee for normal damage

ARCHIVE

Implement a trnSpecUnitActions "IS_FACTORY_NOT_COUNTED" to exclude embassies from factory counter

More than one transformation on a single unit (required for druid that will have more forms): 1-2 hours

Set into effect jsons (like spells or abilities) the stat used to defend from that specific spell or ability (e.g. a magic arrow that can be dodged with dodge ranged or a spell that can be resisted by raw strength using power or hp stat)

Building requirement to produce certain units in other buildings (e.g you need stables to train mounted templars and hospitallers)

make range of special cost of ability little more: use the 4 corner tiles too so from now cost can be 1..8

It is needed a way to set what categories are not affected by a spell or an abilities. Is it possible to make a "trnDoNotAffectThis" that exclude some categories or unit types from an effect?

Yes, it is needed because a unit might be strong against conversion but weaker against debuff spells like slow or disarmor

I think this is the source of many balance problems.

e.g. many giants have a high spell resistance just to defend against instadeath and conversion but that make them too strong because they are difficult to debuff (while debuffing them should be the main weapon to fight big ones).

I wanna set instadeath success % on hp (so it is easyer to instakill a lowhp or dying creature, while loyalty should be high in most of elite/costly units

at the same time magical resistance will be lower overall cause status magic will be made more useful in crowd control

ready: More than one transformation on a single unit (required for druid that will have more forms): 1-2 hours

also i think it is also workng as a sideeffect: Force transformation on enemy units (e.g. transform to sheep for a few rounds): about aday
if you make your transformation effect to target enemy you can set that it is transformed to a new thing, however transorming back will not work imho.

new building counter for mini-mega buildings (2x2 buildings, 1 for every tc)

new game mode to add extra production. Current is tcx1 (one factory for every tc) add options like tcx2, tcx3 and so on

new dodge logic against bonused units: At the moment when a unit has bonus against a unit with dodge, it completely ignore dodge. We need bonuses to reduce dodge by bonus/5 so a 50% bonus to a unit make you ignore 10% dodge. all 3 dodge should work this way.

New trnSpecAction "CAN_BE_HIT_BY_GROUND_MELEE" for effect that allows flying units to be hit in melee for normal damage